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<blockquote data-quote="Ahnehnois" data-source="post: 6068694" data-attributes="member: 17106"><p>There's a lot of alternate D&D magic systems out there.</p><p></p><p>Personally, I was thinking of the GR Psychic's Handbook, a skill-based psionics system. Hardly without flaw, but a much better foundation for how the d20 system ought to work (for things supernatural or natural).</p><p></p><p>For example, Telekinesis is a skill. The skill lets you move objects, it doesn't give a limited set of possibilities for what happens when you do that. If you want to throw sand in someone's face or poke them in the eye with an object you're ccontrolling, you're in the same boat as the fighter (and hopefully you're using the PF combat maneuvers or something that serves the same purpose). The skill clearly and objectively describes what your character can do, everything external to your character is left up to either system rules that are not on your character sheet, or to the DM.</p><p></p><p>***</p><p></p><p>With regards to your concept of player fiat, I'm generally not a fan of it, but I like it under certain circumstances. The biggest problem I have is when it is incorporated into character abilities. This conflates the player and the character. The ability of a player to exercise fiat should not be dependent on what character he is playing (which I believe you would agree with), and thus I see no reason to incorporate it into any class mechanics. Give me a separate and explicitly metagame system to allow a player to exercise narrative control beyond the in-game actions of his character (action/fate/plot/etc. points are one good example, but surely not the only one). Doing that is inherently more balanced, preserves everyone's sense of reality, and makes it inherently optional.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6068694, member: 17106"] There's a lot of alternate D&D magic systems out there. Personally, I was thinking of the GR Psychic's Handbook, a skill-based psionics system. Hardly without flaw, but a much better foundation for how the d20 system ought to work (for things supernatural or natural). For example, Telekinesis is a skill. The skill lets you move objects, it doesn't give a limited set of possibilities for what happens when you do that. If you want to throw sand in someone's face or poke them in the eye with an object you're ccontrolling, you're in the same boat as the fighter (and hopefully you're using the PF combat maneuvers or something that serves the same purpose). The skill clearly and objectively describes what your character can do, everything external to your character is left up to either system rules that are not on your character sheet, or to the DM. *** With regards to your concept of player fiat, I'm generally not a fan of it, but I like it under certain circumstances. The biggest problem I have is when it is incorporated into character abilities. This conflates the player and the character. The ability of a player to exercise fiat should not be dependent on what character he is playing (which I believe you would agree with), and thus I see no reason to incorporate it into any class mechanics. Give me a separate and explicitly metagame system to allow a player to exercise narrative control beyond the in-game actions of his character (action/fate/plot/etc. points are one good example, but surely not the only one). Doing that is inherently more balanced, preserves everyone's sense of reality, and makes it inherently optional. [/QUOTE]
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